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These are the user uploaded subtitles that are being translated: 1 00:00:00,080 --> 00:00:04,400 So here i've jumped into a fresh version of  Blender and i'm going to take the camera, i'm going   2 00:00:04,400 --> 00:00:10,240 to press Alt G and Alt R to reset its location  and rotation information then i'm going to drag   3 00:00:10,240 --> 00:00:16,400 it down the y axis a little bit and press R X 90  to make the camera look straight at this cube   4 00:00:16,400 --> 00:00:21,120 which we don't want, so we're going to select and  delete it... sorry cube and then we're going to go   5 00:00:21,120 --> 00:00:27,520 shift a mesh icosphere let's come over to the  icosphere properties and turn this up to say   6 00:00:27,520 --> 00:00:32,400 five subdivisions, in fact we can jump into our  camera just to make sure that's nice and smooth   7 00:00:32,400 --> 00:00:38,640 for us, this is going to be our matcap essentially,  so really we just want to create a square image   8 00:00:38,640 --> 00:00:42,720 of this sphere basically, so we're going to  right click and shade that smooth, i'm going   9 00:00:42,720 --> 00:00:47,440 to select our camera by clicking on the border  there, come over to the dimensions and i'm going   10 00:00:47,440 --> 00:00:53,280 to left click and drag across here and set this  to 512. typically a mac cap is 512 resolution   11 00:00:53,280 --> 00:00:58,000 and now we need to zoom in a little bit to this  sphere, so i'm pressing G and then double tapping Z   12 00:00:58,000 --> 00:01:02,880 to move down its Z axis and then once i'm about  there that's close enough, now i'm just going to   13 00:01:02,880 --> 00:01:08,400 tap the sphere, press S and then scale this  up ever so slightly, just so the edges peak   14 00:01:08,400 --> 00:01:13,040 slightly out of frame there and now if we wanted  this as a matcap we're ready to go but this is   15 00:01:13,040 --> 00:01:18,240 a little bit boring because this kind of already  exists, as this first matcap right here so let's   16 00:01:18,240 --> 00:01:23,280 do something a little bit more unique. so if  i was to turn off the overlays and then did   17 00:01:23,280 --> 00:01:26,720 want to render what was in the viewport  i'm going to need to come over to view   18 00:01:26,720 --> 00:01:31,920 and then render the image from here, if we hit  F12 to render we're going to see our actual   19 00:01:31,920 --> 00:01:36,000 lighting at play in the scene, there so if we just  come over to our rendered view this is basically   20 00:01:36,000 --> 00:01:39,920 what we're looking at, this is clearly what we're  going to get because of the light that we've got   21 00:01:39,920 --> 00:01:44,720 in our scene and also the world lighting that we  happen to have so let's come over to the shading   22 00:01:44,720 --> 00:01:49,760 editor, press the zero on the numpad to jump in and  then let's come over to rendered view, i'll select   23 00:01:49,760 --> 00:01:54,080 this sphere and i'll just give it the material  that was in the scene, the one that was on the cube   24 00:01:54,080 --> 00:02:00,800 a moment ago and then let's jump over to the world  and let's add in a texture, environment texture   25 00:02:00,800 --> 00:02:06,640 let's plug that in and then all we need to do here  is just open up an hdri, now we can pick some great   26 00:02:07,520 --> 00:02:14,160 is up at Hdri Haven and for this example i'm  going to use this circus arena hdri and then   27 00:02:14,160 --> 00:02:18,480 just download one of these options here, for our  purposes this doesn't need to be very big, so i'm   28 00:02:18,480 --> 00:02:22,320 just going to get the 2k version and i've cut  forward a little bit here because i've simply   29 00:02:22,320 --> 00:02:27,120 navigated to where i've downloaded and opened  it up into this node, with that done we can see   30 00:02:27,120 --> 00:02:32,000 the lighting having an effect already on our  sphere, let's take a look at our filters here   31 00:02:32,000 --> 00:02:36,240 actually and i'm just going to turn on some  of these other options, really all i'm after   32 00:02:36,240 --> 00:02:40,240 uh these two icons though, i'm just going to turn  off that light, that was in the scene and now if   33 00:02:40,240 --> 00:02:44,480 we come back over to the object we can do some  more interesting things with this sphere, so we   34 00:02:44,480 --> 00:02:48,880 can make it completely metallic for example and  then we can use that as a matcap if we liked or we   35 00:02:48,880 --> 00:02:53,440 can change our base color around, but i'm going to  keep that white and then another important slider   36 00:02:53,440 --> 00:02:58,400 is going to be roughness here and also our  specularity, though for the specularity to kick   37 00:02:58,400 --> 00:03:03,200 in we're going to need to be a non-metallic  surface, so we can get a super diffuse looking   38 00:03:03,200 --> 00:03:07,840 almost velvety like surface like this or we can  add in some of those highlights there now for this   39 00:03:07,840 --> 00:03:12,960 i'm going to crank up the metallic nature of this  and reduce the roughness right down, just enough to   40 00:03:12,960 --> 00:03:17,280 give some of these lights a little bit of a glow,  with that done when we render now this could be   41 00:03:17,280 --> 00:03:21,760 our new matcap, i'm not quite going to take this  exact image like this though i'm going to jump   42 00:03:21,760 --> 00:03:27,600 over to the compositing workspace and select to  use nodes and what i'd like to do here is simply   43 00:03:27,600 --> 00:03:33,600 have the very edges of the sphere expand out into  the corners of this square image, so first of all   44 00:03:33,600 --> 00:03:38,480 to do that actually we're going to need to turn  on transparent and then if we were to render again   45 00:03:38,480 --> 00:03:42,240 we're going to see our checker pattern in the  background, there let's control shift click on this   46 00:03:42,240 --> 00:03:48,320 to generate our viewer node as well, going to Shift  right click across there across the noodle lines   47 00:03:48,320 --> 00:03:53,840 to just join them into one there and then what  i'd like to do is look for the inpaint node, it's   48 00:03:53,840 --> 00:03:58,240 within the filter menu and then i'm going to drop  that in and then basically what this is going to   49 00:03:58,240 --> 00:04:03,920 do is exactly what we want, if i keep expanding  this we can see that it's starting to take the   50 00:04:03,920 --> 00:04:09,920 value of the border edges there and take it all  the way out, around 150 seems to get all the way   51 00:04:09,920 --> 00:04:15,280 to the borders there, with that done i can just  hit F12 and go to image and save as and then i'm   52 00:04:15,280 --> 00:04:20,800 just going to navigate to where we want to save  this and the file format we need to be an Open   53 00:04:20,800 --> 00:04:27,280 Exr multi layer and then we can call out whatever  we like, matcap circus for example and then let's   54 00:04:27,280 --> 00:04:32,960 just click save as image. here i've opened up that  file that we just saved in Krita and what's cool   55 00:04:32,960 --> 00:04:37,360 about this is we can actually see all the separate  passes here i can turn off the depth pass for   56 00:04:37,360 --> 00:04:43,120 example or maybe just work on the combined and so  we can treat this a little bit, i can go into the   57 00:04:43,120 --> 00:04:48,880 filter menu and do something a little bit more  unusual, like artistic and oil paint perhaps and   58 00:04:48,880 --> 00:04:54,560 then from here i can set this down quite low, maybe  to something like 10, maybe set this up really high   59 00:04:54,560 --> 00:05:00,080 to 5 and then maybe just give it a moment to work  itself out, allow it to render and now we have   60 00:05:00,080 --> 00:05:04,560 something that looks kind of painted, but i'm just  gonna lessen this effect, basically just play with   61 00:05:04,560 --> 00:05:09,040 the settings until it all feels good, i think i'm  actually just going to stick with pretty much what   62 00:05:09,040 --> 00:05:16,000 we've got right out of the gate with one and maybe  20 and then click ok and then just go back to our   63 00:05:16,000 --> 00:05:21,120 filters and apply that filter again, by the way  there are other really good options here, like   64 00:05:21,120 --> 00:05:25,680 this half tone effect or we can pixelize it, but  that's something we can actually do within Blender   65 00:05:25,680 --> 00:05:30,800 as well, so be sure to check out the pixelization  method mentioned on the course but just taking   66 00:05:30,800 --> 00:05:36,160 your image into another piece of software just to  see what magic can be made there also, it's always   67 00:05:36,160 --> 00:05:40,880 a little bit of a fun aside, especially when it's  still within the realms of open source and free   68 00:05:40,880 --> 00:05:45,680 and available to all. so with that i'm going to  click ok and now we can go and save that again   69 00:05:45,680 --> 00:05:51,040 as an Open Exr, let's call this one matcap circus  oil and i'll save it and let's flatten the image   70 00:05:51,040 --> 00:05:55,920 now let's jump back over to Blender and switch to  the shading workspace and let's come over to the   71 00:05:55,920 --> 00:06:01,440 solid shading view, click on the pull down menu  switch over to matcaps click on the cog icon   72 00:06:01,440 --> 00:06:06,400 let's click on the install button, navigate to  where we exported that and there it is for me   73 00:06:06,400 --> 00:06:12,720 click on install light, there it is it popped up,  now we can close this and select it as a matcap   74 00:06:12,720 --> 00:06:18,720 option and there it is in the last slot then we  can take a moment and revel in the glory of our   75 00:06:18,720 --> 00:06:24,080 custom mapcap! :) in fact let's see in play on the  objects we were using to demonstrate the other   76 00:06:24,080 --> 00:06:29,920 shaders and once more revel in the glory of this  metallic looking oil painterly version of the   77 00:06:29,920 --> 00:06:37,920 circus scene from hdri haven, many many thanks to  them as always, awesome work! now there's nothing   78 00:06:37,920 --> 00:06:44,240 necessarily stopping us from not even using  uh... hdri so if we switch back over to rendered   79 00:06:44,240 --> 00:06:49,520 and jump back into the camera we could instead  enable our lights and create various interesting   80 00:06:49,520 --> 00:06:54,720 reflections in our sphere with actual geometry in  the scene, especially if we were to use Cycles and   81 00:06:54,720 --> 00:07:00,160 get some more realistic reflections in there, but  rather than going that approach let's try another   82 00:07:00,160 --> 00:07:05,920 option which is to manually paint something within  Blender i personally think the painting tools are   83 00:07:05,920 --> 00:07:09,840 pretty fun within Blender so i'm going to jump  over to the texture paint workspace, zero on the   84 00:07:09,840 --> 00:07:13,680 numpad to jump into the camera and it's pink at  the moment, letting us know that we haven't got   85 00:07:13,680 --> 00:07:18,080 anything to paint on so here i think i'm going to  click on a single image for the moment and click   86 00:07:18,080 --> 00:07:23,520 on new and this can be 512 as we've mentioned,  and i'm going to call this matcat paint and just   87 00:07:23,520 --> 00:07:27,840 use all the defaults otherwise, now this already  looks like it's being affected by a light and so   88 00:07:27,840 --> 00:07:32,400 what i'm going to do is just change back over to  flat shading and try to paint within the view, we   89 00:07:32,400 --> 00:07:36,880 can see we're definitely having an effect there, we  can also switch over to the 2d view here and paint   90 00:07:36,880 --> 00:07:41,680 within here, let's see where that actually landed  on the backside, now it actually isn't really very   91 00:07:41,680 --> 00:07:46,560 useful to be painting onto the reverse side of  that there, so i'm going to use a little bit more   92 00:07:46,560 --> 00:07:50,960 space on this uv map, so i'm going to tab into  edit mode and then simply with everything selected   93 00:07:50,960 --> 00:07:56,160 press U and then Project from View and then tab  back into paint mode and then it's just a matter   94 00:07:56,160 --> 00:08:01,200 of painting in whatever highlights we wanted on  the sphere, setting up the render and then we can   95 00:08:01,200 --> 00:08:05,840 use that as a matcap, something to bear in mind  is that we do need to make sure that we save the   96 00:08:05,840 --> 00:08:10,640 .blend file and the image these are kind of two  separate things what i like to do actually is   97 00:08:10,640 --> 00:08:15,600 go to the image menu and then actually pack this  image within the blend file and then when we go   98 00:08:15,600 --> 00:08:20,400 to save the blend, the image should be saved along  with it, but if we see a little asterisk up here   99 00:08:20,400 --> 00:08:24,880 that means that the image is altered and it's  worth going back and then doing that again, so   100 00:08:24,880 --> 00:08:29,600 if i click here we should find the asterix and  even though i've actually just saved the .blend   101 00:08:29,600 --> 00:08:34,640 file we need to make sure to click save also,  and down here i've got packed to ... image   102 00:08:35,360 --> 00:08:40,240 now we just need to really set up to paint  properly, so if we were to hit F12 to render this   103 00:08:40,240 --> 00:08:45,440 is not our painting, so i'm going to click that  away and head back over to the shading workspace   104 00:08:45,440 --> 00:08:49,200 which is currently set to see the matcap from  before, so i'm going to switch that back over to   105 00:08:49,200 --> 00:08:54,080 rendered, switch back over to the object and then  i'm going to click and drag the little image icon   106 00:08:54,080 --> 00:08:58,800 from here and put it into the the shader graph  area and then i'm going to Control Shift click   107 00:08:58,800 --> 00:09:04,240 on this and now we can see things appear to be as  they should, so if we hit F12 now that's the sort   108 00:09:04,240 --> 00:09:08,400 of thing we're looking for, admittedly it doesn't  look that great right now, but let's have a little   109 00:09:08,400 --> 00:09:13,200 fun just painting something on here so i'm going  to switch back over to the texture paint workspace   110 00:09:13,200 --> 00:09:17,840 and there's one setting that we need to make sure  that we've got under control because if i press   111 00:09:17,840 --> 00:09:22,160 F to resize the brush here a little bit and try  to paint at the edges at an extreme angle from   112 00:09:22,160 --> 00:09:26,880 the camera, that likely what you're painting might  be distorted, so by default we can't actually paint   113 00:09:26,880 --> 00:09:32,400 right to the edges, but we can just change that, so  let's come over to our falloff menu and find the   114 00:09:32,400 --> 00:09:37,120 normal falloff area and then we can just disable  that, now when we paint we get all the way to the   115 00:09:37,120 --> 00:09:42,400 edges, let's middle click and come back over to  here so first of all i'm going to decide on its   116 00:09:42,400 --> 00:09:48,560 general albedo color, so i'm going to come over to  the fill tool and then click on the color swatch   117 00:09:48,560 --> 00:09:53,280 and maybe bring this down to mid-gray somewhere  and then if we just click, we're going to fill that   118 00:09:53,280 --> 00:09:57,680 at first i'm just going to do shadow and light in  black and white and then if we want to add color   119 00:09:57,680 --> 00:10:03,120 we can alter that later, so i'm going to jump back  over to the general paint brush tool and let's   120 00:10:03,120 --> 00:10:08,400 put this into the darks to just give it its shadow  and i'll left click and drag across here, something   121 00:10:08,400 --> 00:10:12,880 like this, now the problem that we've got here, is  we're getting a little bit of black peeking in   122 00:10:12,880 --> 00:10:17,840 to areas where we don't want it especially up here  and that's because our uvs are slightly outside of   123 00:10:17,840 --> 00:10:24,080 the border, so i'm going to just switch this to a  uv editor, tab into edit mode select them all press   124 00:10:24,080 --> 00:10:29,040 S to just scale that down a little bit, hopefully  that should give us more consistent results, now   125 00:10:29,040 --> 00:10:34,000 let's switch back to the image editor and then it  does look correct at the moment, but let's see if i   126 00:10:34,000 --> 00:10:39,280 was to continue painting dark at the bottom there,  yeah it looks like that's okay! i think i've gone   127 00:10:39,280 --> 00:10:44,080 a little bit too dark there actually i'm going to  give it more of a slightly lighter shade at first   128 00:10:44,080 --> 00:10:50,080 and reserve the darker shade for just at the very  bottom, while holding S i can click and that will   129 00:10:50,080 --> 00:10:55,040 reset us back to this other shade, the shade  that we had here, i'm going to press F to just   130 00:10:55,040 --> 00:11:00,160 shrink down the brush here, a little bit and just  paint away a little bit of that shadow that i   131 00:11:00,160 --> 00:11:04,080 didn't really want and then also i'm going to just  suggest there's a little bit of bounce lighting at   132 00:11:04,080 --> 00:11:09,920 the bottom, so i'm going to lighten this up again  and just give this just at the very very edges   133 00:11:09,920 --> 00:11:14,640 a little something like this, then while we're  at it let's give this area a little bit of a   134 00:11:14,640 --> 00:11:19,200 brightening up, maybe a touch brighter again and  yeah i'm pretty happy with that, to a point it's   135 00:11:19,200 --> 00:11:24,320 still pretty sloppy though, to be fair though i'm  going to jump back over to the Smear brush and   136 00:11:24,320 --> 00:11:30,080 just kind of create a little bit more consistent  edges, so it's a little soft in a lot of places, so   137 00:11:30,080 --> 00:11:35,120 i'm going to try and do some swirly stuff here and  there, just clicking and dragging along the edges   138 00:11:35,120 --> 00:11:40,240 there just mixing the colors together a little bit,  which gives it a much more almost organic paint   139 00:11:40,240 --> 00:11:46,560 look i think, let's swirl these around a little bit,  almost like they're suggesting some sort of cloud   140 00:11:46,560 --> 00:11:53,280 formation and this is kind of like some horizon, in  this area we could put any number of values within   141 00:11:53,280 --> 00:11:59,200 this general mid gray to dark gray range and it  just all fit together really really easily and   142 00:11:59,200 --> 00:12:04,560 really nicely, i'm just going to try swirling it  around a bit, almost creating like a planet or a   143 00:12:04,560 --> 00:12:09,680 marble of some kind, okay i think that looks  reasonable, what i'll do now is pop back over   144 00:12:09,680 --> 00:12:14,560 to the texture drawer, change this from mix  over to color, turn the strength right down   145 00:12:14,560 --> 00:12:19,360 and then let's choose a color, say something in the  blues initially, let's brighten that up a little   146 00:12:19,360 --> 00:12:23,360 bit though, although actually it's probably  only going to transfer a little bit of the   147 00:12:23,360 --> 00:12:28,400 the bluishness of it rather than the brightness of  it maybe i'll just give it a little bit of blue on   148 00:12:28,400 --> 00:12:34,720 the very outside down here as well and maybe a  little bit of oranges for the lower half perhaps   149 00:12:34,720 --> 00:12:40,160 i switch that back to Mix and i think i'm going  to take this back to something in the white range   150 00:12:40,160 --> 00:12:45,680 and then just paint ever so slightly to suggest  a little bit of atmosphere, take the strength down   151 00:12:45,680 --> 00:12:52,640 even slighter and i think that'll do! so remember  to save the image, if we hit F12 this is the kind   152 00:12:52,640 --> 00:12:58,160 of result we get, then we can go to save it,  save as an Open Exr multi-layer format and   153 00:12:58,160 --> 00:13:03,600 call it anything you like and then simply click  save as image, which is slightly off frame for me   154 00:13:03,600 --> 00:13:09,200 in this instance here, we can close that now, switch  over to our shading menu and this is what we can   155 00:13:09,200 --> 00:13:14,720 see at the moment, well let's switch over to solid  shading and there's our mat cap from earlier, let's   156 00:13:14,720 --> 00:13:22,400 click on a little cog icon and install our  new matcap install lite now for me actually   157 00:13:22,400 --> 00:13:27,200 Blender crashed at that point so i've restarted  Blender armed with a warning so be careful with   158 00:13:27,200 --> 00:13:32,160 this stuff, make sure we save so i've managed to  recover the image that we saved and i've placed   159 00:13:32,160 --> 00:13:37,840 that into the texture node so if we were to render  again with F12 we should get essentially the same   160 00:13:37,840 --> 00:13:43,120 render and then again we could go to Save As  and let me shrink this down this time, we can   161 00:13:43,120 --> 00:13:48,480 save that wherever we like now, for some reason  this image keeps crashing Blender when i save   162 00:13:48,480 --> 00:13:53,360 it as an Exr but i just wanted to point out  that it is actually possible to save as a png   163 00:13:53,360 --> 00:13:58,240 and have that working as a matcap as well, so  if we come down to our matcap cog drag this   164 00:13:58,240 --> 00:14:03,920 into view, click the install find the .png version  which i've just called painted one, install the   165 00:14:03,920 --> 00:14:08,960 light there and note that we have a little bit  of information as to where on your particular   166 00:14:08,960 --> 00:14:13,440 computer the matcap actually gets installed and  you'll have to delete it from there if you don't   167 00:14:13,440 --> 00:14:17,920 want Blender to keep on crashing at this point  when you install your matcaps and there we are   168 00:14:17,920 --> 00:14:24,880 the .png version no less, so let's exit that come  over to the the chevron of opportunity and click   169 00:14:24,880 --> 00:14:30,560 over to the matcap sphere and there we go now  we have what looks like almost exactly the same   170 00:14:30,560 --> 00:14:35,920 apart from it's obviously stuck to the camera in  the scene we also have these other objects to be   171 00:14:35,920 --> 00:14:41,200 able to see the shader on, it's also worth noting  that because of the outline solidify modifier   172 00:14:41,200 --> 00:14:47,040 it's possible that we might need to make sure  that we have backface culling enabled, otherwise   173 00:14:47,040 --> 00:14:51,200 kind of the matcap might look a little bit  upside down because of the flipped normals i think,   174 00:14:51,200 --> 00:14:54,440 i've got backface culling on in this example,  and there's our gloriously painted matte cap. 24776

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